201,933 Commits over 4,171 Days - 2.02cph!
made road parts of prefabs not cast shadows
added clouds that cast shadows with animation
tweaked effects a bit
Some optimizations. Set max goal count to 50 and max goal plans per goal to 25, as allocation presumptions for the binary heaps in agent+decisionmaker + made the binary heaps shared among all agents (since they're only ever accessed within the scope of SimTickDecisionMaker().
FOR FUCK SAKE title, add test UI sound
initial functionality
fix for vending machines destroying when walls upgraded nearby
Fix for slasher slashing himself
FOR FUCK SAKE hiding xp text
NRE fix for 2d audio sounds
car lods added - will need to be manually changed as "carbody" mesh is renamed to "_LOD0"
Automated Linux Build #612
Automated Linux DS Build #612
Replaced bootstrap. Fixed death / respawn UI bugs.
Automated Windows Build #612
Fixed a few bugs, there's definitely more.
turned off shadows on all road parts in prefabs
made MM from road lod 2
set all MM to be correct
made main camera ignore MM
Ooops, forgot to use the goal blackboard rather than temporaryBlackboard for goal plan fallbacks.
Save game UI loads snapshots on demand, doesn't allocate new textures
run sfx to animation event
Fixed terrain placement of power substations not being applied
Added TerrainFormer and TerrainPressurePaint
Hover indicator only shows for selectable entities
bringing the 6 buildings over to the new colour palette and 1 material
Fixed rotation of roadside electrical boxes
Some prefab auto-disables
cooldown set to 0, heal reduced to 1
Tweaked power substation terrain adjustments
removed the pressure terrain tool as it crashes unity on startup
Stopped UIManager being annoying in editor mode.
wolf skull fbx/prefab/textures/materials
Clear old maps from cache when world version is incremented